156 lines
3.6 KiB
C++
156 lines
3.6 KiB
C++
/**
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\file G3D/Sphere.h
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Sphere class
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\maintainer Morgan McGuire, http://graphics.cs.williams.edu
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\created 2001-06-02
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\edited 2011-02-07
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*/
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#ifndef G3D_Sphere_h
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#define G3D_Sphere_h
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#include "G3D/platform.h"
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#include "G3D/Vector3.h"
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#include "G3D/Array.h"
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namespace G3D {
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/**
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Sphere.
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*/
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class Sphere {
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private:
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static int32 dummy;
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public:
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Point3 center;
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float radius;
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Sphere() : center(Point3::zero()), radius(0) {
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}
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explicit Sphere(float radius) : radius(radius) {}
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Sphere(class BinaryInput& b);
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void serialize(class BinaryOutput& b) const;
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void deserialize(class BinaryInput& b);
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/** Format is one of:
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- Sphere(point, radius)
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- Sphere(radius)
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*/
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explicit Sphere(const class Any& a);
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Any toAny() const;
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Sphere
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(const Point3& center,
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float radius) : center(center), radius(radius) {
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}
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virtual ~Sphere() {}
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/** Returns the infinite sphere. */
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static const Sphere& inf();
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bool operator==(const Sphere& other) const {
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return (center == other.center) && (radius == other.radius);
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}
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bool operator!=(const Sphere& other) const {
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return !((center == other.center) && (radius == other.radius));
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}
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/**
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Returns true if point is less than or equal to radius away from
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the center.
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*/
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bool contains(const Point3& point) const;
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bool contains(const Sphere& other) const;
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/**
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@deprecated Use culledBy(Array<Plane>&)
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*/
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bool culledBy(
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const class Plane* plane,
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int numPlanes,
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int32& cullingPlaneIndex,
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const uint32 testMask,
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uint32& childMask) const;
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/**
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@deprecated Use culledBy(Array<Plane>&)
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*/
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bool culledBy(
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const class Plane* plane,
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int numPlanes,
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int32& cullingPlaneIndex = dummy,
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const uint32 testMask = 0xFFFFFFFF) const;
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/**
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See AABox::culledBy
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*/
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bool culledBy(
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const Array<Plane>& plane,
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int32& cullingPlaneIndex,
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const uint32 testMask,
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uint32& childMask) const;
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/**
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Conservative culling test that does not produce a mask for children.
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*/
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bool culledBy(
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const Array<Plane>& plane,
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int32& cullingPlaneIndex = dummy,
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const uint32 testMask = 0xFFFFFFFF) const;
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virtual std::string toString() const;
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float volume() const;
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float area() const;
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/**
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Uniformly distributed on the surface.
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*/
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Point3 randomSurfacePoint() const;
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/**
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Uniformly distributed on the interior (includes surface)
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*/
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Point3 randomInteriorPoint() const;
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void getBounds(class AABox& out) const;
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bool intersects(const Sphere& other) const;
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/** Translates the sphere */
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Sphere operator+(const Vector3& v) const {
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return Sphere(center + v, radius);
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}
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/** Translates the sphere */
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Sphere operator-(const Vector3& v) const {
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return Sphere(center - v, radius);
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}
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/** Sets this to the smallest sphere that encapsulates both */
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void merge(const Sphere& s);
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};
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}
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template <> struct HashTrait<G3D::Sphere> {
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static size_t hashCode(const G3D::Sphere& key) {
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return static_cast<size_t>(key.center.hashCode() + (key.radius * 13));
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}
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};
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#endif
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